Races and Classes Available to Players
There are more races available for PCs in the world of Aenea than in the Player’s Handbook. Characters can be of one of the following:
The classes available are slightly different than in the Player's Handbook. The following single and multi-class combinations are available to each race:
| Centaur: | Fighter, Paladin, Ranger, Mage, Specialist Wizard, Priest, Thief, Bard, Fighter/Priest, Fighter/Mage, Ranger/Priest, Dual Class |
| Dwarf: | Fighter, Paladin, Ranger, Priest, Thief, Fighter/Thief, Fighter/Priest, Dual Class |
| Elf: | Fighter, Paladin, Ranger, Mage, Specialist Wizard, Priest, Thief, Bard, Fighter/Mage, Fighter/Thief, Mage/Thief, Fighter/Mage/Thief, Ranger/Priest, Dual Class |
| Gnome: | Fighter, Paladin, Ranger, Illusionist, Priest, Thief, Fighter/Priest, Fighter/Thief, Fighter/Illusionist, Priest/Illusionist, Priest/Thief, Illusionist/Thief, Dual Class |
| Halfling: | Fighter, Paladin, Ranger, Mage, Priest, Thief, Bard, Fighter/Thief, Fighter/Priest, Dual Class |
| Half-Elf: | Fighter, Paladin, Ranger, Mage, Specialist Wizard, Priest, Thief, Bard, Fighter/Priest, Fighter/Thief, Fighter/Mage, Priest/Ranger, Priest/Mage, Thief/Mage, Fighter/Mage/Priest, Fighter/Mage/Thief, Dual Class |
| Half-Ogre: | Fighter, Paladin, Ranger, Mage, Priest, Thief, Fighter/Thief, Fighter/Priest, Dual Class |
| Half-Orc: | Fighter, Paladin, Ranger, Mage, Priest, Thief, Fighter/Thief, Fighter/Priest, Priest/Thief, Priest/Mage, Dual Class |
| Human: | Fighter/Mage, Fighter/Priest, Fighter/Thief, Mage/Priest, Mage/Thief, Priest/Thief, Ranger/Priest, Paladin/Priest, Ranger/Mage, Ranger/Thief, Paladin/Mage, Priest/Bard, Dual Class, Any Single Class |
Each race has the following ability score adjustments:
| Centaur: | +1 STR, +2 CON, +1 WIS, -2 DEX, -2 CHA |
| Dwarf: | +1 CON, -1 CHA |
| Elf: | +1 DEX, -1 CON |
| Gnome: | +1 INT, -1 WIS |
| Halfling: | +1 DEX, -1 STR |
| Half-Elf: | No adjustments |
| Half-Ogre: | +2 STR, +1 CON, -1 INT, -1 WIS, -1 CHA |
| Half-Orc: | +1 STR, +1 CON, -1 INT, -1 CHA |
| Human: | No adjustments |
Each race has the following special abilities:
| Centaur: | Natural weapons (front hooves: 2 attacks per round, 1d4 per hoof; rear hooves: 1 attack per round, 2d8 damage); +2 to hit with longbow and shortbow; Natural Armor Class of 8. |
| Dwarf: | Constitution saving throw bonus (vs. magic and poison); Infravision 60’; +1 to hit orcs, half-orcs, goblins, and hobgoblins; Detect grade or slope in passage (5 in 6); Detect new tunnel/passage construction (5 in 6); Detect sliding/shifting walls or rooms (4 in 6); Detect stonework traps, pits, or deadfalls (3 in 6); Determine approx. depth underground (3 in 6). |
| Elf: | 90% immunity to sleep and charm spells; Infravision 60’; +1 to hit with longsword, shortsword, and bows; Chance to surprize foes (-4/-2 penalty to their surprize rolls); Detect secret/concealed doors (1 in 60); Find concealed doors (1 in 2); Find secret doors (1 in 3). |
| Gnome: | Constitution saving throw bonus (vs. magic); Infravision 60’; +1 to hit kobolds and goblins; Detect grade or slope in passage (5 in 6); Detect unsafe walls, ceiling, and floors (7 in 10); Determine approx. depth underground (4 in 6); Determine approx. direction underground (3 in 6). |
| Halfling: | Constitution saving throw bonus (vs. magic and poison); +1 to hit with slings and thrown weapons; Chance to surprize foes (-4/-2 penalty to their surprize rolls); 50% chance to possess 60’ infravision, 50% chance to possess 30’ infravision; Detect slope in passage (3 in 4); Determine approx. direction underground (1 in 2). |
| Half-Elf: | Infravision 60’; 30% immunity to sleep and charm spells; Detect secret/concealed doors (1 in 6); Find concealed doors (1 in 2); Find secret doors (1 in 3). |
| Half-Ogre: | Infravision 60’; All classes can roll for exceptional strength; Constitution saving throw bonus (vs. poison). |
| Half-Orc: | Infravision 60’ |
| Human: | No special abilities. |
Initial Racial Level Limits
| Centaur | Dwarf | Elf | Gnome | Halfling | Half-Elf | Half-Ogre | Half-Orc | Human | |
| | | | | | | | | | Warrior |
| 12 | 16 | 12 | 11 | 10 | 15 | 15 | 15 | U | Fighter |
| 8 | 10 | 10 | 8 | 8 | 12 | 8 | 8 | U | Paladin |
| 13 | 8 | 15 | 10 | 8 | 16 | 8 | 8 | U | Ranger |
| | | | | | | | | | Wizard |
| 10 | - | 15 | - | 9 | 13 | 8 | 9 | U | Mage |
| 10 | - | 13 | 15 | - | 13 | - | - | U | Illusionist |
| 10 | - | 13 | - | - | 13 | - | - | U | Specialist Wizard (Other) |
| | | | | | | | | | Priest |
| 13 | 11 | 12 | 9 | 10 | 14 | 8 | 12 | U | Priest |
| | | | | | | | | | Rogue |
| 9 | 12 | 12 | 15 | 15 | 14 | 9 | 12 | U | Thief |
| 12 | - | 12 | - | 8 | U | - | - | U | Bard |
U = Unlimited level advancement in this class.
After initial level limit is reached, progression slows. Only 1/3 of earned xp is applied.
[Back to the races]
Centaur
[Back to the races]
Dwarf
[Back to the races]
Elf
[Back to the races]
Gnome
Gnomes of any class are able to utilize magical items that rely on illusions, as illusion magic comes naturally to these people. Note, though, that they cannot actually cast spells unless they are actually illusionists.
[Back to the races]
Halfling
[Back to the races]
Half-Elf
Due to their ancestry, half-elves are able to utilize race-specific items that are only usable by humans or elves (such as a suit of elven chain mail).
[Back to the races]
Half-Ogre
Half-ogres are a massive breed of creatures. They are the offspring of either a human male and an ogre female or a half-ogre couple. The average half-ogre stands over seven feet tall and weighs close to 400 pounds. They are typically heavily muscled and very strong. They tend to have facial features more like humans, but some will occasionally have a more ogrish face. While usually not as strong a their ogre relatives, they are usually much smarter and adaptable.
Half-ogres are usually shunned by ogres (who see them as small and weak), but they have adapted well to human civilization. Many retain the brutal aggresiveness of their ogre ancestors, but some have settled into a civilized existence. They are often employed as strong laborers or in military forces (due to their size and strength). A very very rare few take up priestly duties or begin the study of arcane forces.
Buying clothing and equipment is usually a hassle for a half-ogre, since almost everything must be specially made for his or her size. Therefore, clothing, armor, and some other items may cost two or more times the regular price. Half-ogres also tend to have a hard time finding transportation, as they are usually far too heavy for even the strongest horses.
While being very large can have disadvantages (such as not fitting through small doorways or not finding a bed large enough to sleep on), half-ogres do have a distict advantage over other races. Half-ogres, if they have a strength of 15 or more and are proficient, can wield normal sized two-handed weapons (such a 2-handed sword or quarterstaff) in one hand. This may allow them to use a shield and a 2-handed sword at the same time.
Due to their ancestry, half-ogres are able to utilize race-specific items that are only usable by humans or ogres.
[Back to the races]
Half-Orc
Half-orcs are the offspring of either a human and an orc or a half-orc couple. These creatures gain advantages from both races. They are typically the same size as a human. They are usually heavily muscled, with rough features. While generally keeping a human shape, most tend to have the pointed ears, small eyes, large nose, and large tusked jaw of the orcs. Half-orcs "tan" towards the grey of orcish skin, rather than the brown of humans. They are generally considered unattractive.
Half-orcs, if raised within an orc tribe, often rise to positions of power (due to their slightly higher intellect). Though not usually quite as strong as a full-blooded orc, they tend to use better tactics in conflict.
If raised amongst humans, half-orcs are usually viewed with suspicion. They are considered brutish and violent by most normal humans. These half-orcs are usually encountered in military service or in the poorer regions of cities. A very rare few take up the magical arts.
Half-orcs can use any item that a human of comparable size can, but purchasing these items in certain areas could be troublesome due to prejudice against orcs. Other than this difficulty, half-orcs usually do not have any problem finding equipment or transportation.
Due to their ancestry, half-orcs are able to utilize race-specific items that are only usable by humans or orcs (such as an orcish longsword +1).
[Back to the races]
Human
|